addMagazine

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Add a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled (or uniform/vest/bagpack are full in Arma3), any further addMagazine commands are ignored.

NOTE: use addMagazine before addWeapon for the weapon to be loaded.

Syntax

Syntax:
unitName addMagazine magazineName
Parameters:
unitName: Object - person to add the magazines to
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
Return Value:
Nothing

Alternative Syntax

Syntax:
unitName addMagazine [magazineName, ammoCount]
Introduced with Arma 2: Operation Arrowhead version 1.62
Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Introduced with Arma 3 version 1.00
Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Parameters:
unitName: Object - person to add the magazines to

[magazineName, ammoCount]: Array

magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.

ammoCount: Number - Ammo quantity to be added to magazine. If it goes beyond maximum magazine capacity, the magazine will be given full and not overloaded.
Return Value:
Nothing

Examples

Example 1:
player addMagazine "30Rnd_556x45_STANAG";
Example 2:
player addMagazine ["30Rnd_556x45_STANAG", 15]; // since Arma 2 OA 1.62
Example 3:
nonLocalUnit addMagazine ["30Rnd_556x45_STANAG", 15]; // global argument since Arma 3
Example 4:
player addMagazine ["30Rnd_556x45_STANAG", 9999]; // will give a 30 rounds magazine anyway

Additional Information

Multiplayer:
-
See also:
addMagazineGlobaladdMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeaponloadMagazine

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on August 2, 2006 - 06:59
Hoz
If the unit has magazines already, you may need to use the commands removeMagazine or removeMagazines to make space for the mags you want to add.
Posted on February 21, 2010 - 20:13
Vigilante
In turreted vehicles the magazine is added to the first turret with >> primaryGunner = 1; << set in the Vehicles turret config part (and the magazine is ONLY added to the very first turret if more than one is configged with >> primaryGunner = 1; << ).
Posted on May 12, 2010 - 20:09
Inkompetent
When wanting to add many magazines to an object's init-line it can be easier to use loops than to just repeat the addMagazine command. If you want to add N magazines to an object either of the two below ways are handy, the first for fewer magazines, and the latter when you want to add many since it then is the easiest of the two to read. {this addMagazine "magazineClassName"} forEach [1,2,3,...,N]; for "_i" from 0 to (N - 1) do {this addMagazine "magazineClassName"};
Posted on November 28, 2017 - 13:10 (UTC)
Pisces_72
If adding a magazine to an empty artillery support with this command in ArmA 3, use reload. If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar)

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